// Kony

#pragma once

#include "CoreMinimal.h"
#include "GameplayTagContainer.h"
#include "NiagaraComponent.h"
#include "PassiveNiagaraComponent.generated.h"

class UBaseAbilitySystemComponent;
/**
 * 被动能力 Niagara粒子组件
 */
UCLASS()
class GASC_HUANLING_API UPassiveNiagaraComponent : public UNiagaraComponent
{
	GENERATED_BODY()
public:
	UPassiveNiagaraComponent();

	//被动法术标签
	UPROPERTY(EditDefaultsOnly)
	FGameplayTag PassiveSpellTag;
protected:
	virtual void BeginPlay() override;
	//接收激活广播回调函数
	void OnPassiveActivate(const FGameplayTag& AbilityTag, bool bActivate);
	//激活已装备的被动能力
	void ActivateIfEquipped(UBaseAbilitySystemComponent* BaseASC);
};
